/Engine/Source/Runtime/RenderCore/Public/PipelineCacheUtilities.h
This file is later used to split the cache into several files. Note that it is assumed that all possible shader format of the target platform share the same subdivision into chunks (which is the current behavior of other code, too).
true if successfully saved
namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::SaveChunkInfo ( const [FString](API\Runtime\Core\Containers\FString) & ShaderLibraryName, const int32 InChunkId, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPackagesInChunk, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [FString](API\Runtime\Core\Containers\FString) & PathToSaveTo, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutChunkFilenames ) } }